Re: Navigation by Longjumping -
20-10-2004
Hmm, yes that's true.
I've implemented my solution, and for the most part it seems to work well. One problem I've encountered thus far is clip brushes. Tracelines goes right through them, so the bot ends up thinking it can longjump to that point when it can't, and just longjumps against the wall.
I've also experienced some issues with gaps and pits. Normally a bot might just run off a ledge to drop onto a lower platform, passing over a pit between the two. This can be seen when trying to grab one of the longjump modules in Boot Camp (above the rocket launcher). However, with the current system the bot ends up locating a waypoint on the platform way before it's close to the edge, longjumps, and falls in the pit. The only way I can think to avoid this is to trace the distance of the longjump forward from the waypoint, then trace down to find ground level. If ground level is less than the ground level of the target longjump waypoint (with a 16 unit leeway or something), don't jump.
I also have to implement a parabola check so they don't leap into low ceilings, hehe.
I'll look into that radius suggestion, thanks botman.
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